Underrail Forum

Underrail => General => Topic started by: Pipboy on January 06, 2016, 08:44:09 pm

Title: playermade maps
Post by: Pipboy on January 06, 2016, 08:44:09 pm
*warning, map contains spoilers!*

you can find this map and other player made ones at underrail wiki now (http://www.underrail.com/wiki/index.php?title=Maps),
 so if anyone finds any mistakes (and I am sure there are some), please let me know so I can correct them.

update Jan 12th:
- uploaded the lastest version (compressed from 1,1 mb to 444kb, thx for the tip).
This will be the last one from me for a while now though. I have a lot going on in the upcoming months and will only be able to pick up playing/mapping in beginning of march.
I would be happy if someone wants to pick up/continue/expand from where I left, to me it's a project where everyone can contribute so just open up paint and map away ;)

-also, check out DQwiks awesome screenshot maps!



original post:

hey everyone,

while I've been playing this awesome game non-stop for the last couple of days, I've started to make my own map.
I realize there is already a map on the wiki, maybe I am too dumb to read it properly but it just didn't satisfy my need for orientation.  :P

So after starting with pen&paper I quickly realized that the gameworld is just too big the way I mapped it out to put it on even several sheets of paper.
I started using paint and am satisfied with the result so far.

My map has, and this is unusual, north to the right instead of up, since ingame north is upper right corner, which to me translates to right.
Otherwise I just use one block for one screen, try to give it an appropriate name and mark all the exits from the screen on the appropriate side of the block.

The result might not be geographicaly correct or look like the designers intended but I can only say for myself that I haven't gotten lost even once after using this method  :)

The map is not complete and a wip, but if people think this is helpful and I should post an updated version as soon as I have progressed further into the game I will happily do so.

So please leave a comment if you like it.

 
Title: Re: alternative map
Post by: tenim on January 06, 2016, 10:15:13 pm
fantastic work ! really. this is a very great help for me.
if you add the deep caverns to this map in the same detail i buy you a beer.
 :)
Title: Re: alternative map
Post by: Elhazzared on January 06, 2016, 11:26:59 pm
The map looks really compreensible, I find it to be really good.
Title: Re: alternative map
Post by: omphaloskepsis on January 07, 2016, 01:45:41 am
This is great.  Thank you!
Title: Re: alternative map
Post by: Wildan on January 07, 2016, 06:28:59 am
Outstanding work, and I'm glad that you placed north to the right. Like in most isometric games the tiles are not angled by 45 degrees but more like 40, which makes north closer to the horizontal than vertical alignment.
Title: Re: alternative map *updated*
Post by: Pipboy on January 07, 2016, 04:02:22 pm
fantastic work ! really. this is a very great help for me.
if you add the deep caverns to this map in the same detail i buy you a beer.
 :)

The plan is to get the whole game area on this map, including deep caverns. As soon as I get it done I'll remind you of the beer  ;D

The map looks really compreensible, I find it to be really good.

This is great.  Thank you!

Outstanding work, and I'm glad that you placed north to the right. Like in most isometric games the tiles are not angled by 45 degrees but more like 40, which makes north closer to the horizontal than vertical alignment.

thank you for the very positive responses, it was/is a lot of work, this gives me motivation to keep going :)

I think having the zone boxes rotated 45 degrees (so they match the physical in-game layout) would be the best choice for readability. By the way, the wiki maps are also made in mspaint and they're not any more "correct" than your or other maps.

I had the same idea and tried it out by just rotating the whole image but it didn't convince me on the first try. I think I'll give it another go as soon as I have everything in.

And btw, hope you didn't get me wrong about your map, it's awesome and I am sure it helped countless people not getting lost! Also it's style corresponds much better with the games design than my "clean metro style map" ;).


Title: Re: alternative map *updated*
Post by: chimaera on January 08, 2016, 11:29:06 am
Amazing work! Thank you!  :)
Title: Re: alternative map *updated*
Post by: Fenix on January 08, 2016, 12:39:01 pm
 :D Good work, I'll use it if I lost (surely I will).
Title: Re: alternative map *updated*
Post by: Styg on January 08, 2016, 05:55:30 pm
Awesome stuff. It's even oriented the same way as in our internal docs. :)
Title: Re: alternative map *updated*
Post by: Pipboy on January 08, 2016, 07:56:22 pm
I am really glad people find this helpful!.  :)
It was/is a lot of work (had to change quite some stuff back and forth in the process) but I must say that I actually love the fact that there is no ingame map (I might be the only one maybe  :P).
Making your own map while playing gives exploring a whole other feel, I can only recommend to try it out!

@Styg
Thank you so much for this awesome game, you have my utmost respect for developing this (almost) on your own!
Title: Re: alternative map *updated*
Post by: blamzooie on January 09, 2016, 12:00:57 am
This is amazing, thank you so much for your time and effort.
Title: Re: alternative map *updated*
Post by: phobos2077 on January 09, 2016, 06:53:45 am
Some guy on Steam is working on a better map (http://i73.fastpic.ru/big/2016/0109/a8/698f2e20d18c4bfc3772b029b8edf2a8.jpg).

I still think the Devs should put some kind of spoiler-free official map (or maybe several maps?) inside the game as a usable item or something.
Title: Re: alternative map *updated*
Post by: Pipboy on January 09, 2016, 10:49:09 am
Some guy on Steam is working on a better map (http://i73.fastpic.ru/big/2016/0109/a8/698f2e20d18c4bfc3772b029b8edf2a8.jpg).

I still think the Devs should put some kind of spoiler-free official map (or maybe several maps?) inside the game as a usable item or something.

This one and other player made maps can now all be found on the underrail wiki, so everyone can just choose which one they find best or the most comprehensible. (http://www.underrail.com/wiki/index.php?title=Maps)

I also really like the style of dqwiks map, and if there should be an ingame map I hope it turns out to be kind of like this, comparable for example to Baldur's Gate.
There you have a small image of the whole screen (or several screens stichted together for a certain area) with fog of war, the position of your character, points of interest and a quick travel system.
This would make the game more accessible to most people imho.
Title: Re: alternative map *updated*
Post by: player1 on January 09, 2016, 11:26:19 am
Wow... I really dig the style of the map made by DQwiks. If there is ever going to be official ingame map, it would be great if it could follow the same style.
Title: Re: player made maps
Post by: eLPuSHeR on January 09, 2016, 04:49:14 pm
Impressive work. I have a somewhat technical question though: What software are you using to generate the png file? I reduced it almost 30% by using Ken Silverman's PNGOut. Now it's 585,4 KB instead of 800+
Title: Re: player made maps
Post by: Pipboy on January 09, 2016, 05:14:49 pm
to be honest, I haven't even looked into that yet.
I'll make sure to compress the file for the next upload, thanks for the info!
Title: Re: player made maps
Post by: eLPuSHeR on January 10, 2016, 10:12:04 am
to be honest, I haven't even looked into that yet.
I'll make sure to compress the file for the next upload, thanks for the info!

Just for fun I also made a 4bpp (16 colours) one. Looking good and 160 KB in size.

Now I have to find a way to print the map and keep it readable.
Title: Re: alternative map *updated*
Post by: DQwiks on January 10, 2016, 06:47:52 pm
Wow... I really dig the style of the map made by DQwiks. If there is ever going to be official ingame map, it would be great if it could follow the same style.

Thank you. I did my best. I added a new card "Deep Caves". And added "lower underrail". - http://steamcommunity.com/sharedfiles/filedetails/?id=594992050
Now I work above the level "Mushroom Caves"
Title: Re: playermade maps
Post by: DQwiks on January 11, 2016, 03:25:42 pm
Quote
Maps based on alpha version screenshots.

In this you are not right. Screenshots are made by me and are based on version 1.0.0.7. Screenshots from the Wiki I have not used!
Title: Re: playermade maps
Post by: DQwiks on January 11, 2016, 05:53:04 pm

PS. Do you still have all your screenshots at their original resolution? I would like to update the old wiki screenshots.

Unfortunately no. All screenshots automatically reduced. Crosslinking and edited in miniature. This was done to save time.
Title: Re: playermade maps
Post by: ShadowRun on January 12, 2016, 07:15:28 am
Very nice, Pipboy. Would you consider uploading the SVG instead of PNG? It's far smaller / quicker to download, and it would establish yours as the baseline for others to maintain in the future, due to its readily modifiable format.

Awesome work though!

To the devs regarding the work DQwiks has done, and the screenshots epeli seeks, how easy is it for you to throw together a resource file unpacker (much like those which exist for Baldur's Gate, Homeworld, etc.) that can dump the bare maps? I understand that these aren't pre-rendered raster backdrops like in older games, and that lighting etc. would be completely missing, but it would encourage community involvement like this.
Title: Re: playermade maps
Post by: Pipboy on January 12, 2016, 01:25:50 pm
Very nice, Pipboy. Would you consider uploading the SVG instead of PNG? It's far smaller / quicker to download, and it would establish yours as the baseline for others to maintain in the future, due to its readily modifiable format.

Thx, and for the next version I'll try putting it up in svg format, I would like for other people to contrbute to this map since it's only from my playthrough and definitly lacks some areas that i didn't visit or contains mistakes.

So, as you say, using my current map as a base, everyone is welcome to just open the file in paint or however they like and add/ change whatever they feel is missing or needs changing.
Just post the updated file in the thread or pm it to me and i'll pjt it on the wiki after a quick check.

Should already be possible to open the png in paint and edit it afaik, but i am a complete noob when it comes to this technical stuff :)
Title: Re: playermade maps
Post by: ShadowRun on January 13, 2016, 12:43:46 am
You'd need to reverse engineer it and make your own map viewer/editor from scratch.
I was thinking that the code already exists (in the game source files) for reading the data files, composing the map, occluding tiles, applying lighting effects, applying fog-of-war, applying field-of-view. If this function or module were replicated to a standalone tool and then much of it commented out (FOW, FOV, lighting) it could loop through all maps (including vents); read a map; "draw" it - but instead of the output going to a screen, it would be dumped to a file.

screenshot the areas as you go
This is certainly an effective fallback solution, but it is labour intensive and it might miss transition zones, secret doors / rooms, vent systems, etc. Plus although it's fine if people save the screenshots lossless (eg as PNG) from the start, but if they don't know JPEG is lossy (http://"https://en.wikipedia.org/wiki/Lossy_compression") then they've done all that manual effort and ended up with a degraded result with bleeding edges (and not the good kind of "bleeding edge"!)

Should already be possible to open the png in paint and edit it
That's true, however there is a big difference in efficiency between:

I had thought you had made the file as SVG and exported it to PNG. Working with vectors is much less effort to rearrange lots of blocks to change the document shape from landscape to portrait. Multiple shapes can be rotated to 40 degree angle at once.

For your next version, check out the open source cross platform Inkscape (http://"https://en.wikipedia.org/wiki/Inkscape") and see if it makes your process of building up the map easier. It might take a little bit of getting used to that the software knows about rectangles, lines, etc and resizing them itself, but I think after a brief adjustment it will be a relief that the software does more for you.
Title: Re: playermade maps
Post by: 0wca on May 20, 2016, 10:47:49 am
I've updated your map and added DEEP CAVERNS as well as mapped out the INSTITUTE OF TCHORT along with some other missing areas.

I can upload it to the wiki page as soon as Styg makes my account.

EDIT: I've tried uploading it to the wiki, but it doesn't seem to show up...

EDIT 2: It's on the wiki now.
Title: Re: playermade maps
Post by: Pipboy on July 12, 2016, 05:52:52 am
thanks, glad to see someone picked it up where I left it, never got around to doing it.  8)
Title: Re: playermade maps
Post by: Elhazzared on January 04, 2017, 03:05:08 pm
Hi there, I've noticed a small part that is uncharted on this map and since I don't really know how to do it myself, I'll say what I've found missing so that hopefully someone can add it and make the map complete.

From platform 1 next to south railroad outpost there is a way west. This area is to be designated as platform (?). This platform then has a connection north and leads to platform 5 (the entrace to kidnaped train, the way isn't open for me but I guess it's because I haven't got the quest or I need to blow the door open with explosves). From there it connects north to platform 4. Now there are 2 more uncharted passages. Through the platform there is a passage north with leads to platform (?) which is a dark area. In here there is a ladder that gives passage to a room within the same map. The place is infested with crawlers. There is a hole in the wall which leads into a cave and inside the cave there is a hole in the ground with a passage down, this is just a small arena with a black crawler. After exploring this the platform has an exit north again leading to platform (?). It is also a dark area and it has 3 crawlers inside a small room as well as some lurkers. This area also has another passage north which connects to Platform 2 which is close to rail crossing.

So it's just those 4 areas. The 3 platforms that connect south railroad outpost to rail crossing and the black crawler arena.
Title: Re: playermade maps
Post by: Altos on January 05, 2017, 02:53:07 pm
Hi there, I've noticed a small part that is uncharted on this map and since I don't really know how to do it myself, I'll say what I've found missing so that hopefully someone can add it and make the map complete.

From platform 1 next to south railroad outpost there is a way west. This area is to be designated as platform (?). This platform then has a connection north and leads to platform 5 (the entrace to kidnaped train, the way isn't open for me but I guess it's because I haven't got the quest or I need to blow the door open with explosves). From there it connects north to platform 4. Now there are 2 more uncharted passages. Through the platform there is a passage north with leads to platform (?) which is a dark area. In here there is a ladder that gives passage to a room within the same map. The place is infested with crawlers. There is a hole in the wall which leads into a cave and inside the cave there is a hole in the ground with a passage down, this is just a small arena with a black crawler. After exploring this the platform has an exit north again leading to platform (?). It is also a dark area and it has 3 crawlers inside a small room as well as some lurkers. This area also has another passage north which connects to Platform 2 which is close to rail crossing.

So it's just those 4 areas. The 3 platforms that connect south railroad outpost to rail crossing and the black crawler arena.

These zones were added with Version 1.0.1.4 to make it easier for players to find the Missing Train during its respective quest by simply following the tracks from SRO (where the train departed from) until you hit Rail Crossing, as opposed to having to do it the other way around like you did in the EA releases.
I know there was a guy on Steam who was creating his own map of Underrail with this new segment included, but I haven't heard from him nor seen an update of the map since he started making it half a year ago, so I guess he must have just abandoned the project.
Off the top of my head, I can't think of any other areas that were added in 1.0.1.4 or in the newest experimental build (up to Core City, at least), but I did notice that it is now possible to access lu-a6 from lup-a2 without having to use TNT, if it wasn't before.